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Moderator: Cartographers


 oaktown
				oaktown
			









 
		
 GrimReaper.
				GrimReaper.
			







 
		

 MrBenn
				MrBenn
			


















 
		MrBenn wrote:It would appear that development of this map has stalled.
Oaktown, after you've got an update, feel free to put yourself back in the drafting room.

 oaktown
				oaktown
			









 
		
 oaktown
				oaktown
			









 
		


 MrBenn
				MrBenn
			


















 
		
 sailorseal
				sailorseal
			












 
		sailorseal wrote:I don't understand why the cities don't have 88s on them but maybe that's just me.
 … n3 = they start with 3 neutral armies.
 … n3 = they start with 3 neutral armies.
 the.killing.44
				the.killing.44
			


















 
			sailorseal wrote:My big boy banana was out the whole time
AndyDufresne wrote:Forever linked at the hip's-banana! (That sounds strange, don't quote me.)AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
 LED ZEPPELINER
				LED ZEPPELINER
			






 
		LED ZEPPELINER wrote:maybe you could make it like a neutral 5 on the stops on route 66, just to make it a touch harder

 ZeakCytho
				ZeakCytho
			








 
		ZeakCytho wrote:LED ZEPPELINER wrote:maybe you could make it like a neutral 5 on the stops on route 66, just to make it a touch harder
I disagree. No one will bother to attack 5 neutrals except to cross from the north half to the south half and vice-versa. The bonus and objective will never come into play if the neutrals are that high.

 sailorseal
				sailorseal
			












 
		
 lostatlimbo
				lostatlimbo
			













 
		
 oaktown
				oaktown
			









 
		
 oaktown
				oaktown
			









 
		
 oaktown
				oaktown
			









 
		 
   )
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 MrBenn
				MrBenn
			


















 
		
 
 
 the.killing.44
				the.killing.44
			


















 
			

 oaktown
				oaktown
			









 
		 ) It could be worth adjusting the deployment to +3 for up to 7; +4 for 9, +5 for 11 etc...
 ) It could be worth adjusting the deployment to +3 for up to 7; +4 for 9, +5 for 11 etc...

 MrBenn
				MrBenn
			


















 
		MrBenn wrote:Just so I get this straight in my head - you're planning on fixing the positions for 1v1 games using starting positions, as laid out above?
For more than 1v1 games, those same positions would be dealt out randomly? Is that right?
MrBenn wrote:You mention that with 10 terrs on the drop, you'll get 5 armies... I'm assuming that players won't also get the standard +3? (so they will only get 5, rather than 5+3).
MrBenn wrote:How would the numbers pan out for other numbers of players (I'm too tired to work it out myself) It could be worth adjusting the deployment to +3 for up to 7; +4 for 9, +5 for 11 etc...

 oaktown
				oaktown
			









 
		
 oaktown
				oaktown
			









 
		oaktown wrote:Yellow, blue, and red 88s are starting positions. In a two player game one player will start with all of the blues, the other with all of the yellows. The nine reds will be randomly assigned between blue, yellow, and neutral.


 MrBenn
				MrBenn
			


















 
		MrBenn wrote:oaktown wrote:Yellow, blue, and red 88s are starting positions. In a two player game one player will start with all of the blues, the other with all of the yellows. The nine reds will be randomly assigned between blue, yellow, and neutral.
Actually, that's not quite how starting positions work... each player will randomly be assigned a group, with the remaining one split up... so Player 1 could be red, Player 2, Blue, and yellow split up. The other thing to remember is that in a 3p game, each player will get one group in any case.

 oaktown
				oaktown
			









 
		

 yeti_c
				yeti_c
			













 
		
 dolomite13
				dolomite13
			
















 
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